Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Monday, October 10, 2011

I'm working on a plan to deal with all the feedback on my Philip K. Dick game (Left Coast)

One of the things I only recently realised about creative projects is how much crap builds up around me while I'm writing them: it's like I excrete pages of notes and scraps of paper filled with random ideas and shower-inspired insights.

My first great leap forward in writing organisation was to put all of these into a folder marked "Next Draft". My second great leap forward was to actually look at them.

It's that process of looking at the notes that helps me make decisions about what's in and what's out: what insights have stuck and still ring true, and which insights have helped me move on to a deeper understanding of the project but are no longer relevant.

As I mentioned in my previous post (How would you process feedback on something you've written), I'm working out how to apply all the feedback I've received for Left Coast, my game about science fiction authors. I put all of these notes onto a one-page mind-map, so that I can get a sense of how much there is to do, and what themes have emerged from the feedback. The mind-maps for Left Coast is filled with people's observations from playing and reading the game, and it's also got a section called 'Big Questions' - which is about challenging myself to go deeper into the feedback and test my assumptions.

The other thing I'm doing (and have been doing for a while now, to great effect) is I write a 'Future Vision' of what I want this stage of the project to end up like. This gives me a concrete end-point, which in turn forces me to stop and publish it rather than constantly rework it. The Future Vision for Left Coast looks like this:

I’ve published a massively simplified version of Left Coast that contains radically culled procedures for play and which clearly explains who does what (and when). This version is designed and written to inspire people to play, so it contains plenty of example NPCs, story seeds (and anything else I think is necessary for this ‘half-done’ draft). 
The game is laid out cleanly (with my Times New Roman layout). It’s divided into five sections: i) brief intro to game and some playtesting advice, ii) an ‘inspirational’ essay, iii) how to create PCs and setting, iv) how to play, and v) an afterword.
What I do this is write out where I am right now, and (vitally) I keep adjusting this 'Present Reality' every time I make changes. The Present reality for Left Coast, as at 10 October 2011, looks like this:
I’ve decided to write this draft for ‘my’ group initially, rather than for wider publication: my suspicion is I’ll get more done this way. 
Having added all the feedback to my mind-map, I now need to think about what needs to be done and prioritise it. Now that I’ve saved the rules summary onto my desktop, I suspect the simplest way forward is to run through my Rules Summary two or three times, adjusting it based on the mind-map of feedback, my marked up rules summary, and my marked up rules - and then review where I am. 
So, I need to start that process by putting the mind-map right in front of me and tackling point after point. 
… Then I can comb through the expanded rules for material for the ‘essay’ (which may be unnecessary for this ‘me’ draft). 
I should probably organize a one-afternoon long playtest with Simon, hopefully Mike, and Sophie for November. 
I need to ID all the ‘vibey’ stuff in the main rules, strip it out of the procedures and put it into an ‘essay’ about how you play Left Coast and why you’d want to play it. I’ll put the rules summary stuff after that. I also think that having four sample characters, each with four or five hooky options for NPCs in their ratings will be a good thing to do. 
It needs a table of contents, and I need to look at the Guide to Writing Free RPGs for some advice.
(This process of having a Future Vision and adjusting your Present Reality comes from a fascinating book called How to Make Your Dreams Come True by Mark Foster. It's a free download, and worth a read.)

Tuesday, October 04, 2011

How would you process feedback on something you've written?

I'm writing a game called Left Coast, where you play science-fiction authors teetering on the brink of sanity. In July, I pulled together my notes and created a draft that I thought would be fine for others to play. Since then, I've received feedback from:

- Wayne, who's read it
- Simon, who's read it
- various commentators on Story Games
- Mike, who I playtested it with
- various commentators on the Forge
- Malcolm, Gregor and Per, who have playtested it without me

That's a lot of feedback (which has all been stored in my 'Left Coast - Next Draft' folder). Now I have to pull it all together and make some decisions about what it all means.

First, I'm reading through it all and looking for any feedback that almost everyone seems to be giving me. Usually I get overwhelmed by the thought of doing that, so I'm converting the feedback into a mind-map, so I can group similar comments and observations together.

It's already obvious, just from working through feedback from the first five people, that the game is still too complicated: I've layered on so many procedures, and 'mandatory elements' and 'things to keep in mind', that people are having to spend all their time trying to figure out how to make the game work (rather than finding out whether the game actually does work).

So I have two next steps: simplify as much of the procedures as I can, while digging deeper to see if there's anything fundamental that's lying underneath the feedback: stuff that's non-obvious but is actually the 'real' work that needs to be done.



What about you? How do you process all the information when you get lots of feedback about one of your projects?

Monday, December 13, 2010

Top Writing Tips

Here’s my top writing tip: visualise the person reading your article; they’re busy, suffering from information overload, and will skim read your article. Your reader wants to know why it's worth their time to keep reading.

To keep them reading, here are two more writing tips (each with a couple of suggestions):


Spend 50% of your writing time planning your article

+ Make sure you define the article’s purpose: To convince? To inform? To entertain? …

+ Do a brain-dump or mind-map of everything you want to write about in this article.

+ Summarise your post or article into four short bullet points before you start.


Make your article easy to read and understand

+ Put your main point at the front; don’t make the reader work to discover your magnificent conclusion (assume they’ll quit reading before they reach the end of your article).

+ Say what you want to say using the simplest but most precise words possible.

(Tips condensed down from a course I did a few years ago.)

Saturday, November 20, 2010

Some advice to myself


I’ve just handed in an application for a NZFC Talent Award (one of the goals I set myself earlier in the year when I was posting about the New Thing). It’s at moments like this that it’s easy to rest on my laurels (n. an honour won, in a field or achievement).(*)
(*) I thought it meant ‘arse’.

But: working on the assumption that the future is, you know, whimsical, here’s some advice I gave someone earlier this year; hopefully I can take it too:

1. 
If you're interested in applying for this Talent Award again, my advice would be to start writing for it now. It will come around sooner than you think, and your projects will be much stronger if you've developed them for 6 months.

2. 
I'd also suggest actually working on your projects, developing them (and making some of them). That’ll strengthen the case for giving you an award next year.

3. 
Get your ideas to peer reviewers early. My suggestion: in your head, make the deadline two months earlier than it actually is. That'll give you a chance to really reflect on and incorporate any feedback you're given.


I have follow-up goals from making this application; I’ve decided not to share them (taking on board that advice about how telling other people about your goals – as if you’ve already achieve them - makes you less likely to do them). But things are moving.

Sunday, June 20, 2010

Left Coast: Why I write

I wanted to pull out a couple of comments from the previous post about Left Coast. A asked:

I think the question is what do you want to do? What are your priorities? Cash? The widest possible audience? Creative satisfaction? And what would be the opportunity cost of prioritizing this project? 

And then Karen asked:

If you do this, do you think you'd learn enough from the process to make it worthwhile anyway? (Whether it succeeds or fails in attracting a wider audience/making money/being an awesome creative endeavour or however you are measuring it... I reckon any experience you learn from is worthwhile in some sense) 

These are excellent questions. And complicated - Sean has a whole blog devoted to examining his answers to them. I had a discussion with J recently that helped me start to answer the first of A's questions, about my priorities. Two of the big reasons I write are 'to realise a project's potential' and 'for the sense of creative engagement'.

I love the satisfaction of taking a project to its conclusion and making it the best it can be. Oddly, as I've noted before, this sense of satisfaction seems to be completely independent of the size of the project. A script I've been working on for seven years gives me the same buzz as feeling like I've written a blog post that clearly articulates what I'm trying to say. The only difference is in the amount of complexity that the project has or the amount of layers it contains, which changes how satisfying it is to revisit something. So I write to finish things, but also to revisit them and see that they've lived up to their potential.

In this case, writing a game is interesting because the amount of times I can revisit it and experience it is probably higher than with a TV series or script.

I also value the sense of total mental engagement that I have when I'm creating something. A combination of puzzle-solving, intense visualisation, feeling deeply about characters who don't exist, and discovering the core of an idea (then figuring out how to express it). That sense of engagement is like crack for me ... in that I find it addictive and rewarding, rather than rendering me a non-viable member of society.

So, to flip to Karen's question: I do think I would learn enough from the process of writing Left Coast to justify doing it. I think it's an interesting game and one I want to play, and it contains a whole bunch of ideas (about who is actually telling the story) that I want to work out how to execute. It's also about characters I care about. Writing the game would be a chance to apply some experiences from writing Bad Family, as well.

... Yes. I would learn enough from writing (and especially from playtesting Left Coast) to make it worthwhile.

But it's A's question about opportunity cost that really hits home. I have something I want to work on now that has a hard deadline of October this year. That'll involve working up three projects for a Film Commission scholarship. Anything else I do will have to fit around that. For the meantime, then, Left Coast will probably fit into the category of things I play around with during the breaks between those three projects.

Monday, April 26, 2010

The New Thing (Part Two): How I got my head together

I spent a lot of last year seriously considering not writing anymore.

I began to realise that a bad thought had been bubbling away in my head, a belief that was subtly corroding my confidence in my ability to write. That belief was: I'm afraid of writing. Sometimes I phrased it as: Writing freaks me out.

Well, while the idea that writing freaks me out was slowly starting to dominate me, I was already doing a thing I call 'free writing'.


If you been reading my blog for a while, you probably
know about PLAY! It's a regular break I give myself 
from working on a big project where I play around
with a variety of different projects, putting absolutely 
no pressure on myself to finish or achieve stuff. 
I introduced it to try and stop myself from going stale
(and to fire up my enthusiasm for writing).(*)

(*) Thought I'd try a little side-bar action for once.

Free writing was like a micro-PLAY! Every day I'd sit down and write about whatever I wanted for 20 minutes. And doing this free writing was proving that writing freaks me out. Every time I sat down to write (or considered sitting down), I'd be thinking bad stuff real quietly in the back of my head. Every time: Writing freaks me out. I'm burned out.

I can't do this. 

I can't write. 


It took months for me to even acknowledge to myself that this was happening - and, weirdly, from there it took me a little while longer to acknowledge that it was a problem. But once I had, my question was: What can I do about something I believe?

OK, so the obvious answer is: Change it. And if you've known me for more than about a year, you'll know I'm in to personal development, and read heaps of books on the subject. One of the things that's never really worked for me in this school of non-fiction is the idea that you can quickly change what you believe.

I've found some good techniques for realising I'm thinking bad thoughts, and snapping myself out of them.
But making fundamental changes, and making them instantly? No.

In my experience, I can maybe change a self-destructive belief after 3 to 5 years of hard work, and - after that - manage it with constant repetition and monitoring myself. But there were no easy answers. No instant switches.

No.

I can't remember where I found it, and I would totally link to that article if I did, but somewhere along the way my Google Reader feed threw up a link to www.recreateyourlife.com. This is a site that promises to teach you a technique that instantly changes your beliefs, and frak me it worked.

I'm not going to go into too much detail about how it does it - you can ask me in person or check out the site, which has a free, non-spammy tutorial on it. Basically it's a technique that involves three bouts of intense visualisation. First .you relive as intensely as possible your memories of when you started to form the belief. For me, that involved some difficult experiences with The Limit, Facelife, Shortland Street and a few other things.

Second, you imagine watching those memories with a group of your friends - personally, I imagine screening the memories for them on a 42'' TV in a dim, generic living room. While you imagine screening the memories, you talk about what you believe about them, ... and then you ask your friends what they believe about them.



Every single time I've had this imaginary conversation, I have been surprised at how reasonable, how divergent, and how empowering the beliefs of my hypothetical friends are.

In the case of writing, this conversation revealed that, sure, I could think of writing as a thing that freaks me out. I could also, if I wanted, think of it as a gift I give myself. A gift of at least 20 minutes a day where I could just write about whatever I wanted. Writing didn't need to be something that freaked me out; it could be an opportunity. An opportunity to discover what I'm really into at the moment. An opportunity to feed my soul and refresh my brain. God damn it, you look at it this way, and writing's the opposite of something to freak out about; it's an opportunity to get excited about something!

Using this Recreate Your Life method, it took about 20 minutes to get from: Writing freaks me out to  

Writing is a gift I give myself; it's an opportunity to discover what excites me and what's good for me.

It's actually humbling to realise that my brain tends to, over time, lock itself into thoughts that are bad for my life - if not actively self-destructive. But it's even more humbling to realise my brain contains everything it needs to completely flip that around, if it could just find the right techniques.


There's a third bit to this technique which involves replaying your original memories but telling yourself this new, empowering belief. I think this is the coolest bit (for the geeky reason that feels like travelling back in time and opening up an alternate timeline).

So, does this work? Does it ... stick?

Yes. It totally does. It completely flipped my attitude about how to approach writing and what I want to be writing. And once I'd addressed that, I discovered a deeper concern - that I was stressing about how to fit writing into my busy life.


I'll talk about how I decided to deal with that next Monday, in Part Three.

Tuesday, April 20, 2010

How is this series on the New Thing going to work?

This series on the New Thing has two phases. The first is going to talk about the head-space about writing that I've finally gotten into. I think there will be five posts about that, posting once a week.

In between those weekly posts, I'll have some Bonus Features which are filled with material that's related to what's going on. (One of the cool things about writing about the New Thing is that news and clips are popping up all over the place that feel inter-related to it).

At the end of those five posts (on 20 May), the series will shift into Phase 2.

Monday, April 19, 2010

The New Thing (Part One): Reasons to quit writing

I spent most of last year profoundly unhappy about writing. If you look back at the archives, you can probably tell: a regular series of posts entitled "Why I'm Not Writing", referring to the projects I was working on as 'Old Thing #1' and 'Old Thing #2'. I was frustrated, bored and had a general sense of being trapped in a grind that was only partially alleviated by doing PLAY! (my regular two-week breaks to play around with new and old ideas I'm enthusiastic about).

Most importantly, I was developing bad beliefs about writing. Beliefs like "I am afraid of writing". And "writing freaks me out." I was developing fears that if I started another piece of writing I'd get trapped by it - like my seven-year stint on The Limit. These fears and self-destructive thoughts were coming from some pretty reasonable places:

+ doing some spec rewriting on a project that didn't enthuse me
+ the high-pressure environment of working on lovebites and facelift
+ putting immense pressure on myself to finish stuff and make my projects live up to either the ideal in my head or their own potential.

Writing was turning away from being a source of joy and expression for me, and becoming a source of self-pressure, self-criticism and obligation. Not fun. As a result, writing was painful and slow. I became reluctant to commit things because no project seemed "good enough" to warrant the time I'd invest in it.

Ultimately, I began to consider stopping writing altogether. I started to mentally experiment with changing my identity to 'not a writer' and to consider what other things I could do with my life.

So there you go. I spent 2009 afraid of writing and thinking about quitting.

That's Act One. In the next two posts, I'll cover Act Two in which some help arrives from an unexpected source and I change my life (a little bit).

Sunday, September 13, 2009

Tip: Play

the thing is, if there's a problem in my life it's up to me to fix it. And I'm talking about writing here: if I'm not happy with what I'm writing, or with the amount of writing I'm getting done, I'll have to change my life in order to get happy.

I realised this somewhere around Day 2000 of writing The Limit. I was 5 and a 1/2 years into writing my script (it turns out that criticism of my previous film + perfectionism + no job = a pathological number of rewrites), when I had to acknowledge to myself that I was stuck, I was bored, and my brain wasn't fresh.

That's important: my brain wasn't fresh. While my writing was varying in its usual way (*), my mind had been focused on writing the same intense dark thriller material for way too long.

(*) My writing schedule varies between procrastination, not flowing, insights, and enjoyment, and then back to procrastination again once I feel I've done enough to rest on my laurels, or that I've hit a benchmark where I can tell myself I'll stop writing for a while so I can come back and look at the script with 'fresh eyes'.

So, that was the problem: non-fresh brain. It was up to me to find a solution and fix it.

Thinking about it, I realised that all my writing was being done under pressure. Pressure I was putting on myself. I certainly wasn't being playful. I wasn't writing just for the sake of it. I wasn't taking a look at any of the many, many ideas that were building up in my filing cabinet as I struggled to finish The Limit.

So, I created something I call "PLAY".(*) I decided that every two months, after working on a single project, I would take two weeks off. During those two weeks, I could PLAY with any project I wanted. Anything that inspired me or that took my fancy. I'd pull out my folders of TV ideas, skills I wanted to learn, blog posts I wanted to write. ... And then I'd just do it.

(*) Yes, for some reason the all-caps are important to me.

I'm in the middle of PLAY right now, and I'm working on "a game to change the world", and a pitch for a TV show (that I'm also going to use to learn a layout programme with). I've also varied when I PLAY a little: it turns out that 2 months was just a little bit too long. I'm now on a six-weeks of focused writing followed by 2 weeks of PLAY, which seems to be a better ratio for me.

PLAY has changed my approach to writing. It's a reward for hard, focused work. It's an opportunity to get inspired about stuff I might do next. It takes the pressure off me to create 'good' stuff, and instead lets me explore.

So there you go. Identify a problem in your life. Try a solution. Don't be afraid to make radical changes. This why I admire Matt trying out different schedules; and Jenni for taking Wednesdays off to write. It's the sort of stuff we need to do; as writers, we need to create a life that works for us (and the people around us).

(This was previously posted on Jenni's blog.)